In this study, we examine how online games, like the Massively Multiplayer Online Role Playing Game (MMORPG) EverQuest, are represented and controlled through media rhetoric. We l...
This paper considers the complexity of measuring the return on investment for technology adoption. A brief case study of technology adoption in a large design and construction fir...
What do young people want from information and communication technology? Why do they adopt some technologies but reject others? What roles do mobile technologies play in their liv...
Jenny M. Carroll, Steve Howard, Frank Vetere, Jane...
The advent of multiplayer online games brings new actors into the development scene and redefines traditional roles and interactions. Anchored on studies of the role of context in...
This paper outlines a pedagogically-oriented case study of the use of a 3D collaborative virtual environment (3D CVE) to break down barriers between partners from different cultura...